Weapons that need a boost
Weapons that need a boost
The following weapons do not have a reliably obtainable +5 or beyond instance aside from generic golden mith/imb adamantine verisons, and are thus effectively inferior to other weapons (choosing these particular weapons puts a player at a disadvantage):
-Spear (highest is +4 champion lance, which drops off of a planar-CR enemy and really should be a +5)
-Two-bladed Sword (highest is dwarf-plane +4, although there is a +5 artifact)
-Sling (nobody cares though)
-Sickle (ditto)
-Katana (There is a Spider Queen Katana, but as far as I can determine nobody on either server has it; I imagine it drops from Shadow Plane, but although I can find plenty of Darkblades nobody seems to have this; if the wiki description is accurate then it is seriously underpowered anyway)
-Mace (the Holy Dwarven mace drops less frequently than Living Bark or Mountain Storm gear)
-Light Hammer
-Light Flail (it's not dexable, and there are better 1-handed bludge weapons--never seen this weapon used)
-Dagger (the Moleman shiv does not drop any more, I may have the only one on either server, and it came as a DM prize)
-Club (yes, druids do use this--highest is a +4 that drops off of a 'zon that's got a higher CR than most planar guardians)
-Spear (highest is +4 champion lance, which drops off of a planar-CR enemy and really should be a +5)
-Two-bladed Sword (highest is dwarf-plane +4, although there is a +5 artifact)
-Sling (nobody cares though)
-Sickle (ditto)
-Katana (There is a Spider Queen Katana, but as far as I can determine nobody on either server has it; I imagine it drops from Shadow Plane, but although I can find plenty of Darkblades nobody seems to have this; if the wiki description is accurate then it is seriously underpowered anyway)
-Mace (the Holy Dwarven mace drops less frequently than Living Bark or Mountain Storm gear)
-Light Hammer
-Light Flail (it's not dexable, and there are better 1-handed bludge weapons--never seen this weapon used)
-Dagger (the Moleman shiv does not drop any more, I may have the only one on either server, and it came as a DM prize)
-Club (yes, druids do use this--highest is a +4 that drops off of a 'zon that's got a higher CR than most planar guardians)
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Most weapons have SOME reason that they would be more desirable than others.
Dagger vs Short Sword: dagger is lighter and easier to dual-wield (tiny vs small I think), but does less damage than a short sword
Long Sword vs Rapier/Scimitar: long sword has a higher damage chance, but the rapier is lighter, finessable, and along with the scimitar has one of the highest critical threat ranges of any weapon
Kukri: large threat range, counts as a tiny weapon for ease of dual wielding, and finessable. downside is the required exotic profeciency
Kama: monks get to use flurry of blows and get extra attacks with them
Mace: dunno why you should choose this weapon over any others
Quarter Staff: 2-handed, so it gets 1.5x damage from your str modifier, but you get the same from a heavy flail (which also has a larger threat range). only reason i see to take this over the heavy flail is that the flail needs martial weapons
Light Flail vs Warhammer: same damage and threat, warhammer has x3 crits and weighs slightly more
Double Axe/Sword, Dire Mace: not really sure how they work, but you get an extra off-hand attack and the 1.5x str mod damage from being 2-handed
This is all off the top of my head, and typed while listening to Wierd Al music, so it may not be accurate.
Edit: also, how are dual damage type weapons like Morningstars (bludg and pierce) and Halberds (slash and pierce) handled?
Dagger vs Short Sword: dagger is lighter and easier to dual-wield (tiny vs small I think), but does less damage than a short sword
Long Sword vs Rapier/Scimitar: long sword has a higher damage chance, but the rapier is lighter, finessable, and along with the scimitar has one of the highest critical threat ranges of any weapon
Kukri: large threat range, counts as a tiny weapon for ease of dual wielding, and finessable. downside is the required exotic profeciency
Kama: monks get to use flurry of blows and get extra attacks with them
Mace: dunno why you should choose this weapon over any others
Quarter Staff: 2-handed, so it gets 1.5x damage from your str modifier, but you get the same from a heavy flail (which also has a larger threat range). only reason i see to take this over the heavy flail is that the flail needs martial weapons
Light Flail vs Warhammer: same damage and threat, warhammer has x3 crits and weighs slightly more
Double Axe/Sword, Dire Mace: not really sure how they work, but you get an extra off-hand attack and the 1.5x str mod damage from being 2-handed
This is all off the top of my head, and typed while listening to Wierd Al music, so it may not be accurate.
Edit: also, how are dual damage type weapons like Morningstars (bludg and pierce) and Halberds (slash and pierce) handled?
"I can't make anymore new items for 24hours since the box ate my new boots." ~ Mloki


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Incorrect about the Double Axe.
Your primary attacks are normal damage, just like any other weapon.
Your secondary attacks are 0.5x damage.
Edit: (Epic) Weapon Specialization do affect the damage on the second one.
For example, someone with Epic Weapon Specialization and Improved Two weapon Fighting. And 36 strength.
1d8 + 19 Damage
Four Attacks Per Round Here
1d8 + 12 Damage
Two Attacks Per Round Here
As you can see, it goes off of strength first then adds the Damage Bonus from Epic Weapon Specializaition.
Your primary attacks are normal damage, just like any other weapon.
Your secondary attacks are 0.5x damage.
Edit: (Epic) Weapon Specialization do affect the damage on the second one.
For example, someone with Epic Weapon Specialization and Improved Two weapon Fighting. And 36 strength.
1d8 + 19 Damage
Four Attacks Per Round Here
1d8 + 12 Damage
Two Attacks Per Round Here
As you can see, it goes off of strength first then adds the Damage Bonus from Epic Weapon Specializaition.

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I think you are all confusing artifacts with regular items, every weapon is in the server up to level 30. There is a version of every weapon as a +6. Suggesting an item can be done there is a thread for, which I just trimmed again.
A note on artifact suggestions, which I will post there also, read Flailers post 1st, his is first one on the thread. There were some great suggestions but a lot of way overpowered items blanket immunities, free feats, stat bonuses on weapons, on hit spells (I posted reason why a no reason is used often) use his post as a guidline if you want something unusual it should have an equal drawback.
A note on artifact suggestions, which I will post there also, read Flailers post 1st, his is first one on the thread. There were some great suggestions but a lot of way overpowered items blanket immunities, free feats, stat bonuses on weapons, on hit spells (I posted reason why a no reason is used often) use his post as a guidline if you want something unusual it should have an equal drawback.
"Wheresoever you go,
go with all your heart." - Confucius
go with all your heart." - Confucius
I'm not talking about artifacts, or about golden mith/imb adamantine weapons... they are okay but compared to the named weapons are VERY second-rate due to a lack of elemental damage and special properties. The weapons that "need a boost" are behind because there are no "good" epic-level versions of them, just generics.
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